In one of my previous posts I talked about how you can make the Lua garbage collector (GC) more predictable in running time. This is a virtue that is highly valued in a GC used in games where you don’t have the luxury of going over you frame time. In that post I described a […]
Read MoreCategory: Game Development
From Python to Lua
(This blog was originaly posted at #AltDevBlogADay) All game developers, sooner or later, learn to appreciate scripting languages. That magical thing that allows for letting others do your job, better scaling of the team, strengthening the game code/engine separation, sandboxing, faster prototyping of ideas, fault isolation, easy parametrization, etc. Every game has to be somehow […]
Read MoreJoined #AltDevBlogADay
Yesterday I was accepted to #AltDevBlogADay as a writer. For those not familiar with #AltDevBlogADay, is a group of game developers (generally found on Twitter) that want to blog more regularly (according to the about page). However what is not clearly stated in the aforementioned about page, is that this is a true treasure of […]
Read MoreSylphis3D lighting, shadows, physics demonstration
This is some “memory lane” kind of post. As you probably already know, I am working on an iOS port of Sylphis3d lately and I have been going through some old videos from Sylphis3D. I must admit the feeling is overwhelming. All those nights strugling with algorithms, data structures, broken drivers, experimental scripting… The vibrant community of […]
Read MoreSomething moving in the shadows…
I have been spending quite some time the last months working on a port of the Sylphis3d game engine to the iPhone. I am now to a point that the thing works really nicely. I will not get into details about the changes that I did to the engine for the purpose (I will keep […]
Read MoreOptimizing script language performance with custom memory allocators
The last weekend I did some exploration on the script language execution performance. Specifically on the memory allocation side of things, and I would like to share my findings. Script languages and memory usage As you probably know script languages (most of them at least, like Python, Lua, etc) have the tendency to make a huge […]
Read MoreRay Tracing into a Sparse Voxel Octree
And just when you thought you were through with tracing things all over the place… John Carmack strikes back with a mortal blow with something about ray tracing into a sparse voxel octree!! The article doesn’t really say much (nothing actually) about the algorithm, and this is where the fun/fuss starts! I can’t wait to […]
Read MoreNVIDIA to Acquire AGEIA Technologies
According to this press release, nVidia will acquire Ageia Technologies. Yeap! The well known physics software and hardware vendor. In my mind this means that the future nVidia based accelerators will support physics acceleration, too. It will basically mean the death of the PhysX processor, since the GPU can do that easily with no extra […]
Read MoreThe wait is over… Sylphis3D is open source!
I just release the source to Sylphis3D! Check out the story at the Developer Network. The wait is over! Sylphis3D is officially released under the GNU GPL ver.2 (with the classpath exception for those that need closed source solutions). The engine weights at around 45000 lines of source code written in C++ and Python. The […]
Read MoreTomorrow the Release
The time has come… tomorrow is the release day of Sylphis3D as an open source project. I’m very excited for this new begining! This is going to be my biggest contribution to the open source community until now. The source that is going to be released counts ~45000 lines of code in C++ and Python […]
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